Base Class: Barbarian
Those with draconic heritage of the chromatic variety are often less than morally inclined. a select few of these chromatic dragonborn will ever give in so entirely to their ancestors rage, but when they do the results can be disastrous.
Class Restriction: Chromatic Dragon Blood
this class is restricted to those with chromatic dragon heritage weather that be from your race as a dragon born or your class as a draconic sorcerer if you have the blood of a chromatic dragon you can take this class.
the rules as written in this subclass restrict a player to choosing only the options associated with your draconic heritage. At a DMs discretion you may bypass these prerequisites and mix and match at your leisure.
Hyper-Intelligence
Starting at 3rd level you begin to take on some of the traits of your dragon ancestors, one of which being their various stages of hyper-intelligence.
Black: Tactical Retreat
When a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your movement speed. this movement does not provoke opportunity attacks.
Blue: En Passant
you may use your reaction to make an opportunity attack when a creature enters your melee range provided it is their first turn in combat.
Green: Birds of a Feather
You can cast spells while raging and can use spell scrolls regardless of class however you are unable to cast a spell of a level that you would not have access to, were you of that level in the intended class. Additionally when you cast a spell that requires a ranged or melee spell attack to hit, it maintains your rage. You can cast detect poison and disease at will.
Red: Hot Headed
While raging when you make a reckless attack with a melee weapon you can make an enraged blow, sacrificing your hit bonus and adding it to your damage bonus for the first attack on that turn
White: Hunters Ire
you can focus your ire on one foe, increasing the harm you inflict on it. once per short rest as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d4 damage from the weapon. this benefit ends if you use your action to do anything other than attack your Prey on a turn. if your prey dies you can use a bonus action to designate a new target.
Inconceivable Strength
You deal additional damage equal to your strength modifier when you land a critical hit with a melee weapon while raging.
Draconic Fury
Starting at 6th level, when you Rage you can go into a Draconic Fury causing your spines to grow longer and your scales to grow harder. While in a Draconic Fury you gain the following benefits.
- You gain immunity to your chromatic damage type
- Your Breath Weapon gains recharge 6
While in a Draconic Fury you must make a melee weapon or breath weapon attack on your turn, otherwise your Draconic Fury and Rage ends. you cannot communicate intelligibly while in a Draconic Fury.
At 10th level you can attack three times instead of twice
At 14th level you gain a flying speed equal to your walking speed
Frightful Presence
When you rage, each creature of your choice that is within 120 ft. and is aware of you, must succeed on a DC 8+Proficiency+Strength Modifier Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Destructive Blast
Starting at 10th level, you are able to condense all of your breath attacks into one to create one giant destructive blast of elemental energy. When you use your breath weapon you may choose to turn it into a Destructive Blast. Your Destructive Blast uses all of your breath attacks for the day meaning you will not get your breath weapon back until a long rest.
Black
You exhale a globule of acidic bile that spreads in 20-foot-radius circle centered 20 feet in front of you. Each creature that is within the acid when you spit it out is covered in bile and is subjected to your breath attack. Additionally at the end of each of your turns a creature covered in bile is subjugated to your breath attack once more. A creature covered in bile can spend its turn scraping off the acid from its body.
Blue
You exhale a bolt of magical lightning that arcs toward a target of your choice that you can see within 150 feet. a number of bolts equal to your Constitution Modifier then leap from that target to as many as your Constitution Modifier other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. when a bolt hits a creature it is subjected to your breath attack and must make a constitution save (DC = 8 + your Constitution modifier + your proficiency bonus) or be stunned for a number of turns equal to your proficiency bonus. At the end of its turns, an affected target can make a Constitution saving throw. If it succeeds, the target is no longer stunned.
Green
You exhale a cloud of noxious gas that spreads in 20-foot-radius sphere of yellow, nauseating gas centered 20 feet in front of you. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for an amount of turns equal to your constitution modifier. Each creature that is completely within the cloud at the start of its turn are subjugated to your breath attack. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Red
You exhale a cone of magical energy in a 30-foot cone. Each creature in that area is subjected to your breath weapon. When you roll damage for this attack you roll twice the dice you normally would. Additionally each creature in the cone is set on fire and until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns.
White
You exhale an icy blast of freezing mist in a 60 foot cone. any creature in the cone is subjected to your breath weapon. Any water in this cone freezes and any creature killed by this effect is frozen solid until it thaws.
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